The workers always pick the same plants when harvesting, minimum condition seem to be "have at least 1 mature grape", and they'll pick it, they could hold more (thanks to worker's power upgrade) but only pick 1 grape each time. As a result the other plants around the house are full and stay full forever. Could it be changed so that they pick the most filled plant around the house?
When using the SuperClick, it doesn't always restart the game when the opponent has no more life, it continues and thus we keep losing our own HP, eventually it goes back to the previous stage, I don't think it should do that, we won the game it should start a new one
another bug related to artifacts, when you upgrade one, a yellow dot appears to show it's an upgrded artifact, but if you reload the game, the dots disappeared even though the upgrade effect is here (or at least the price is)
I have enough fragments / dark crystals to upgrade an artifact, but it says I don't have enough resources (I have 20 dark crystals, it says it needs 10, but I think the glitch is here, it requires way more than 10).
It is not a beta, it is an alpha. A beta is some kind of buggy and unpolished release, an attempt to fix remnant bugs and polish things. Here is a concept of the game with its gameplay first base, but there's so much lacking to be really playable. An alpha.
The more you reset the more easy levels you go through and increase your chance to trigger the 70% chance to get a monsterpoint, encouraging reseting/grinding. Got > 2.4k relics for reaching level 100 on my 2nd run, actually level 103 and will get only 1.4k relics if I reset (despite having now a 10% bonus for relics)... Made 3 resets so far, reached 80+100+103=283 levels, 70% making ideally 198 monsterpoints, got 181 shared amongst 60 monsters, statistically each would have ~3 points (but I do have one with 9 points) and what I hope is... a 10% increase, waw! If I hadn't reset I would be struggling trying to reach some more levels for low benefits, going further wouldn't be more efficient, we need to grind. Sorry, the basegame is nice, good graphics, but too much grinding for my taste.
After prestige, no new skillpoints and no new guildstones until we beat our previous reached max level, and only if we succeed to reach the next tier (10th/25th levels) while having a really tiny improvement between resets thanks to a really low % increase, making each runs only a tiny bit faster than the previous while requiring longer and longer investment to reach a new limit... Really grindy game.
Hi,
if you do it right, you will do a lot more damage after resetting... Spend all your relics to buy new artifacts in the beginning (every artifact boosts your damage by 100%). Also your max-relics boost your damage (doesn't matter if you spend them). Also you should get your first monsters after resetting and every monster boosts your damage by 10%. And of course your spend skillpoints in the first run also can boost your damage... So if you do less than 5 times of your damage in the beginning you did something wrong :) Maybe you resetted to early... Maybe the tutorial in the forum will help you.
Best regards.
I have 5 Kiosk, I bought an upgrade so that its rent is 2.5% lower, but from 2k rent it lowered to 1.99k where is should have been 1.95k. That's a strange 2.5% bonus :x
A mistake would be to make the difference between the "estimated profit per second" and the "rent per second" to know how much we gain per second, the estimated profit IS what we gain per second, making the red value "rent/sec" quite useless as is, or at least, too much put forward.
I can't load the game anymore, loading stops near 70% when Im getting a javascript error report : TypeError: __GLOBAL__sub_I_Thread_cpp_26873 is not a function
Heya. I see a logical issue on pvp loss and sacrifices : I lose a lot of units only because I have a lot of units. If I fight with less units, I will lose less units because it's percentage-based. There's a lack of logic here. Does my army has logistical issue because of the number? Making it way less efficient? Then why can't I come with less units to be more organized and lose less? Because currently, it is not fair, in theory I am stronger and should lose less if I come with more. It's as if I need 10 bombs to kill 1, but them, they one shot us. (I know, there are pvp boost, berserker things, but still doesn't explain the heavy loss of having lots of units)
We'll be having a re-look at improving PvP soon, but the loss formula should already take that into account - at least to a certain degree. Can you give me an example of the "ratio" between your and opponent's units. i.e. land units, that you typically fight against?
@GameXStudio Trying to give informations on that rollback issue... So, before I start to fight a boss, I first calculate if I will make enough damages, and I use both support and dpc boost if needed. During the fight though, when I know I did enough before the end, I manually stop the support to save support-clicks for next bosses. My fights often finish near 1-0 seconds left on the timer. If it can help, I also use a mouse' macro to click really fast (1 click each 16ms), I know they are limited 1 per 100ms but I want the next click to be triggered right after the 100ms end, thus I need to click faster than that.
Thanks for the very detailed information! Will definitely be looking in these cases and getting to the bottom of this... Bunch of clicking/testing time to do today!
Ok now it is the second time it occurs this morning, in warzone I beat a timed-boss with both support and 30s double DPC helps, but after continuing my journey a few, I am pushed back right in front of the boss, with support attacks I used and 30s double DPC both consumed (also price of 30s double DPC didn't decreased...). Please fix it :\
We are looking into this still, hard to replicate exactly on our end and find the exact rare remaining cause of this. You are always using 30s and support power correct when this happens? Do you also tend to just (a few seconds left) beat the boss?
Unfortunately due to the way it's handled support attacks and 30s indeed aren't reverted, but if this happens several times to you we'll gladly add them back manually if you let us know via PM/bug report!
you wrote "By the way Laboratory produces 100 science per second which is exactly the same as 100 scientists. It does however have a higher upgrade bonus." => No, because scientists production quickly grows with upgrades that just cost food (multiply by 100 makes a big difference), while the laboratory only gets a +5 production with expensive upgrade
Oh, and by the way, don't mind too much about the noisy people with harsh and sarcastic comments, these kind of people have the feeling they get interesting by lowering others, doing nothing constructive, just whining with a bad behavior, they don't know the time it costs to make such a game, it's free but it's still not enough for their highness, forgive them and move on, they are children
Hey, like the game so far, here are some remarks thoush.
- where are my dark matters? can't see the number I have
- what are my wood/stone/metal total production ratings?
- would be nice to add a tiny highlight on the "page" we're on => if on "Cell", tiny highlight "cell" bar
- genetics/adv.gene/cryogenetics/adv.cryo/modular genetics/advanced molecular research cost increase with ascension? they become useless the time we can actually buy them.
- what are the benefits of prestige points?
- 1 laboratory (cost 100 scientists and more) gives less science than 100 scientists
Thanks for feedback, a hotfix will be uploaded shortly. By the way Laboratory produces 100 science per second which is exactly the same as 100 scientists. It does however have a higher upgrade bonus.
In "conquer land" page, the "increase next lvl" value is only updated after prestige. It's a huge loss if you updated a lot without prestige-ing, because the price keeps growing the same way, weither or not that "increase next lvl" is high (after prestige) or not (long time after prestige). Also a thing we can't get back on, it's done forever, price grows but you didn't gained the same increase depending on how often you prestige.
About my last comment, I restarted the game to verify the auto-save and it still doesn't work for me. In the other hand, now the graveyard is working fine, can get past to it.
Fixed. thank you for telling us